Kleegamefan
K. LEE GAIDEN
Kameomg! sounds better and better every day 
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Question: How many polygons maximum are you using at any one time in the game?
Well to give you an example, if we take the Enchanted Kingdom as a level you are looking close to a million polygons on that one background. If you obviously then take the battlefield thats getting close to double that amount. So depending on what kind of level it is depends on the amount of polygons there. But its getting to a stage now where the polygon count is almost irrelevant because of the visual fidelity, the HD effect as well. Polygons were this thing that everyone spoke about when we had few of them. But now I think the polygon count isnt such a big thing these days.
Question: How easy or hard was it to realise your vision for the game on the Xbox360?
Well as you guys probably know some of the history of the game. The game initially started on the Gamecube, over 5 years ago and we went through a development process. We got a demo done for Nintendo very very quickly, because they needed a product for E3 of 2000. That game was only really in development for the best part of around four and a half to five months worth of development. So to actually get a game on the show floor in that short development period was the big thing for us. We then obviously got acquired by Microsoft and we then had to convert every thing over; and in that process we then looked at the game and thought ok what are the bits that we can really evolve even further and what are the bits that we could probably lose at this stage. So we kind of over the time that we spent on the game we kept evolving and refined the product really. And so we got to a stage where we got to around 80% complete on the Xbox towards the end of last year and then Microsoft came in and we sat down to discuss the possibility of moving Kameo over to the 360. Initially we were kind of like Oh no because we had come so close to finishing and we wanted to finish. It wasnt rocket science really to sit down and say well 360 really needs broad reach games and Kameo is one such product like that. Its very important for the 360 at launch to have products that not only cater to for hardcore but also cater to the broader audience and so we sat down and decided thats the best thing to do.
Question: How much complete is the game at the moment?
At the moment were well over 90% percent. What we have here isnt the latest build we have the guys back at Rare at the moment beavering away whilst Im swaning around Japan and theyre not very happy about that (laughs). I wish I could show you a lot more today theres a lot more in this build and a hell of a lot more back at Rare which were hoping to introduce over the next few weeks.
Question: How long will the game take to finish?
If youre an average player or someone not used to playing these kinds of game I think your looking around 30-35 hours its a big game. For a hardcore player I think your looking at the best part of about 20 hours from start to finish its a big game! One of the other cool features that weve got since weve moved over to 360 is co-op as well; which is something we havent been able to demonstrate to you guys today. So we have co-op over system link and co-op over split screen. For me that transforms the game, it adds another element to it when you are playing with somebody else on another machine and you have your own telly. I dont know if you guys are familiar with those old style beat em ups like Final Fight and those scrolling Double Dragon style action games; but it has that kind of quality to it when youre playing it so you cant help hitting your friends when youre running around trying to defeat them. Its supposed to be co-operative but obviously, invariably leads to arguments and sorts of things in a fun kind of way. So going back to the original question about how long does it take to play, that is as long as you want it to be!
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